ichigo/engine/prisms.go

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package engine
import (
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"encoding/gob"
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"fmt"
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"image"
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"drjosh.dev/gurgle/geom"
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"github.com/hajimehoshi/ebiten/v2"
)
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var (
_ interface {
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Identifier
Collider
Disabler
Hider
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Prepper
Transformer
} = &PrismMap{}
_ interface {
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BoundingBoxer
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Drawer
Transformer
} = &Prism{}
)
func init() {
gob.Register(&PrismMap{})
gob.Register(&Prism{})
}
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// PrismMap is a generalised 3D tilemap/wallmap/etc.
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type PrismMap struct {
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ID
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Disables
Hides
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Ersatz bool
Map map[geom.Int3]*Prism // pos -> prism
DrawOffset image.Point // offset applies to whole map
PosToWorld geom.IntMatrix3x4 // p.pos -> world voxelspace
PrismSize geom.Int3 // in world voxelspace units
PrismTop []image.Point // polygon vertices anticlockwise, Y means Z
Sheet Sheet
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game *Game
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pwinverse geom.RatMatrix3
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topext [4]image.Point
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}
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// CollidesWith checks if the box collides with any prism.
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func (m *PrismMap) CollidesWith(b geom.Box) bool {
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if m.Ersatz {
return false
}
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// To find the prisms need to test, we need to invert PosToWorld.
// Step 1: subtract whatever the translation component of PosToWorld is,
// reducing the rest of the problem to the 3x3 submatrix.
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rb := b.Sub(m.PosToWorld.Translation())
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// Step 2: invert the rest of the fucking matrix.
// (Spoilers: I did this already in Prepare)
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rb.Min = m.pwinverse.IntApply(rb.Min)
rb.Max = m.pwinverse.IntApply(rb.Max) //.Sub(Int3{1, 1, 1}))
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rb = rb.Canon() // inverse might flip the corners around...
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// Check neighboring prisms too because there's a fencepost somewhere here
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rb.Min = rb.Min.Sub(geom.Int3{X: 1, Y: 1, Z: 1})
rb.Max = rb.Max.Add(geom.Int3{X: 1, Y: 1, Z: 1})
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var pp geom.Int3
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for pp.Z = rb.Min.Z; pp.Z <= rb.Max.Z; pp.Z++ {
for pp.Y = rb.Min.Y; pp.Y <= rb.Max.Y; pp.Y++ {
for pp.X = rb.Min.X; pp.X <= rb.Max.X; pp.X++ {
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// Is there a prism here?
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prism, found := m.Map[pp]
if !found {
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continue
}
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// Do a cheaper test first against the bounding box.
if !b.Overlaps(prism.BoundingBox()) {
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continue
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}
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// Exact test that takes into account the prism shape.
r := b.XZ().Sub(prism.pos.XZ())
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if geom.PolygonRectOverlap(m.PrismTop, r) {
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return true
}
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}
}
}
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return false
}
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// Prepare computes an inverse of PosToWorld and prepares all the prisms.
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func (m *PrismMap) Prepare(g *Game) error {
m.game = g
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pwi, err := m.PosToWorld.ToRatMatrix3().Inverse()
if err != nil {
return fmt.Errorf("inverting PosToWorld: %w", err)
}
m.pwinverse = pwi
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for v, p := range m.Map {
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p.pos = m.PosToWorld.Apply(v)
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p.m = m
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}
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m.topext = geom.PolygonExtrema(m.PrismTop)
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return nil
}
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// Scan returns the Sheet and all the Prisms.
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func (m *PrismMap) Scan() []interface{} {
c := make([]interface{}, 1, len(m.Map)+1)
c[0] = &m.Sheet
for _, prism := range m.Map {
c = append(c, prism)
}
return c
}
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// Transform retrurns a translation by the draw offset.
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func (m *PrismMap) Transform() (opts ebiten.DrawImageOptions) {
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opts.GeoM.Translate(geom.CFloat(m.DrawOffset))
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return opts
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}
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// Prism represents a single prism in a PrismMap.
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type Prism struct {
Cell int
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pos geom.Int3 // world coordinates
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m *PrismMap
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}
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// BoundingBox returns a bounding box for the prism.
func (p *Prism) BoundingBox() geom.Box {
return geom.Box{Min: p.pos, Max: p.pos.Add(p.m.PrismSize)}
}
// Draw draws the prism.
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func (p *Prism) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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screen.DrawImage(p.m.Sheet.SubImage(p.Cell), opts)
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}
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// DrawAfter reports if the prism should be drawn after x.
func (p *Prism) DrawAfter(x Drawer) bool {
pb := p.BoundingBox()
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switch x := x.(type) {
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case *Prism:
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// Fast path for other prisms
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if p.pos.Z == x.pos.Z {
return p.pos.Y < x.pos.Y
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}
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return p.pos.Z > x.pos.Z
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case BoundingBoxer:
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xb := x.BoundingBox()
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if false {
if pb.Max.Z <= xb.Min.Z { // p is behind x
return false
}
if pb.Min.Z >= xb.Max.Z { // p is in front of x
return true
}
if pb.Min.Y >= xb.Max.Y { // p is below x
return false
}
if pb.Max.Y <= xb.Min.Y { // p is above x
return true
}
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}
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// The prism special
split := p.m.topext[geom.North].X
threshold := p.m.topext[geom.East].Y
if xb.Min.X > split {
threshold = p.m.topext[geom.West].Y
}
if pb.Min.Z+threshold <= xb.Min.Z { // x is in front of the front half of p
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return false
}
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if pb.Min.Z+threshold >= xb.Max.Z { // x is behind the front half of p
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return true
}
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//case ZPositioner:
// return pb.Min.Z > x.ZPos() // p is after x
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}
return false
}
// DrawBefore reports if the prism should be drawn before x.
func (p *Prism) DrawBefore(x Drawer) bool {
pb := p.BoundingBox()
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switch x := x.(type) {
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case *Prism:
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// Fast path for other prisms
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if p.pos.Z == x.pos.Z {
return p.pos.Y > x.pos.Y
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}
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return p.pos.Z < x.pos.Z
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case BoundingBoxer:
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xb := x.BoundingBox()
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if false {
if pb.Min.Z >= xb.Max.Z { // p is in front of x
return false
}
if pb.Max.Z <= xb.Min.Z { // p is behind x
return true
}
if pb.Max.Y <= xb.Min.Y { // p is above x
return false
}
if pb.Min.Y >= xb.Max.Y { // p is below x
return true
}
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}
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// The prism special
split := p.m.topext[geom.North].X
threshold := p.m.topext[geom.East].Y
if xb.Min.X > split {
threshold = p.m.topext[geom.West].Y
}
if pb.Min.Z+threshold >= xb.Max.Z { // x is behind the front half of p
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return false
}
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if pb.Min.Z+threshold <= xb.Min.Z { // x is in front of the front half of p
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return true
}
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//case ZPositioner:
// return pb.Max.Z < x.ZPos() // p is before x
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}
return false
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}
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// Transform returns a translation by the projected position.
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func (p *Prism) Transform() (opts ebiten.DrawImageOptions) {
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opts.GeoM.Translate(geom.CFloat(
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p.m.game.Projection.Project(p.pos),
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))
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return opts
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}